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Fiddling While the World Burns or How to Tick Off Bob: EITB21 Lurker Thread

Just because the game counted it as a spread for Ilios does not mean the religion was erased.
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So how many units did they put in the Mercurian capital?
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Oh my. Good point.

But it looks to me that the Angel Capital is 4 tiles away. Mobility II Priests are only Move 3.

So he could have forked them on the tile 7 of its current position, but not on that hill.
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Shouldn't someone tell HK/mardoc about the angel mechanism being bugged? I can see why the ruling is "play it as it lies," but they should at least know.
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The angel mechanism is bugged?

Okay I guess it is four tiles to the capital. I thought it was 3NW but it's 1N of that.
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NobleHelium Wrote:The angel mechanism is bugged?

Okay I guess it is four tiles to the capital. I thought it was 3NW but it's 1N of that.

Possibly, Ilios's screenshots shows angels being reborn in the log when he razed those Mercurian cities, but HK/Mardoc report not getting any. Would it be kosher to suggest to HK/Mardoc that they test angel generation in a test game and see if things are working?
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I expected that they just weren't keeping track of how many angels they have, as you can see in Mardoc's latest posts. Don't ask me how you can not notice a new angel waiting for orders, but so it goes.
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I thought that Angels spawned when (a) either cities owned by Good leaders are razed, or (b) units following Kilmorph, Empyrean, or Order are killed.
Unless it's been changed in EitB, Angels don't necessarily spawn when any unit owned by a Good leader is killed.
So the Mercurians got one Angel for each of their three cities that were razed, but none for the Axeman, who likely followed no religion. The mechanic seems to be working fine.
I'm not sure Hiding Kneel et al. know that mundane units only have a chance to be followers of one of the religions in the city they were trained.
If they want to spawn the most Angels, they should only build Crusaders (or Ratha or Paramanders), which are guaranteed to become Angels.

EDIT: At least, I'm fairly sure that's how the mechanic works.
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Azoth Wrote:I thought that Angels spawned when (a) either cities owned by Good leaders are razed, or (b) units following Kilmorph, Empyrean, or Order are killed.
Unless it's been changed in EitB, Angels don't necessarily spawn when any unit owned by a Good leader is killed.
So the Mercurians got one Angel for each of their three cities that were razed, but none for the Axeman, who likely followed no religion. The mechanic seems to be working fine.
I'm not sure Hiding Kneel et al. know that mundane units only have a chance to be followers of one of the religions in the city they were trained.
If they want to spawn the most Angels, they should only build Crusaders (or Ratha or Paramanders), which are guaranteed to become Angels.

EDIT: At least, I'm fairly sure that's how the mechanic works.

All of Basium's living units should automatically respawn as Angels.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Well, its not as absolute as that, from what I understand.

Good religions will always, 100%, spawn as angels ...

however, regular (non religion) units in Mercurian control only have a "chance" of spawning an angel.

and this only applies to living units, and if I recall it has been disabled for animal and beast units. (animal angels would be an amusing bug for FoL users)
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